Re: [PATCH] lib: scatterlist: add sg splitting function

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On 08/24/2015 02:26 PM, Andrew Morton wrote:
On Mon, 24 Aug 2015 14:15:08 -0600 Jens Axboe <axboe@xxxxxxxxx> wrote:

On 08/08/2015 02:44 AM, Robert Jarzmik wrote:
Sometimes a scatter-gather has to be split into several chunks, or sub
scatter lists. This happens for example if a scatter list will be
handled by multiple DMA channels, each one filling a part of it.

A concrete example comes with the media V4L2 API, where the scatter list
is allocated from userspace to hold an image, regardless of the
knowledge of how many DMAs will fill it :
   - in a simple RGB565 case, one DMA will pump data from the camera ISP
     to memory
   - in the trickier YUV422 case, 3 DMAs will pump data from the camera
     ISP pipes, one for pipe Y, one for pipe U and one for pipe V

For these cases, it is necessary to split the original scatter list into
multiple scatter lists, which is the purpose of this patch.

The guarantees that are required for this patch are :
   - the intersection of spans of any couple of resulting scatter lists is
     empty.
   - the union of spans of all resulting scatter lists is a subrange of
     the span of the original scatter list.
   - streaming DMA API operations (mapping, unmapping) should not happen
     both on both the resulting and the original scatter list. It's either
     the first or the later ones.
   - the caller is reponsible to call kfree() on the resulting
     scatterlists.

Signed-off-by: Robert Jarzmik <robert.jarzmik@xxxxxxx>

I think this looks fine. But do we really need the Kconfig option? It's
not a lot of code, and it seems silly to put the onus on the driver for
having to enable something that is a subset of the SG api.

Blame me for that.  It's so that all kernels don't need to carry a lump
of code which only a small number of media drivers actually use.

Right

The tradeoff is a bit of once-off build-time effort versus a permanent
runtime gain for many systems.  That's a good tradeoff.

I guess that's true, errors in this area will be found pretty quickly.

--
Jens Axboe

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